- There's only one team that can score at a time.
- The action is start-stop. You have a clear outcome for every single pitch.
- Success is a funnel. Get guy to next base, then the next, etc. Defense is the opposite.
- Players tend to have one job, whose effectiveness is harder to dispute than most other sports.
- Large number of games, high scores. The law of large numbers drags the results towards the mean.
Compare this to soccer. There's huge interest in using stats to optimize soccer, but it's hard because:
- Attackers are defenders and defenders are attackers. What's Ronaldo's weakness? He doesn't defend well, in contrast to what most modern strikers are required to do.
- You can have the ball a lot or a little, it doesn't mean you will win.
- It's not even obvious who is attacking and who is defending, there's no fixed phases. Gegenpressung for instance, are you really attacking when you have the ball but it's in your own third and the other team's strikers are bothering you?
- Low scores, fewer games. You can optimize, but you can't make the dice fall in your favor without enough rolls.
But aside from that it looks a lot like baseball:
- One team is batting, two guys on the pitch
- There's a load of data about what kind of bowl to do
- Lots of separate events with measurable data
- Your main issue is risk (trying to stay in), but risk will be better and better understood: dropping the ball gives away a lot of runs, as does taking batting risks.
Not gonna end well once the data people come for it.
Real life sports are slightly more resistant to it because of a couple of factors, but video games have been dealing with competitive optimization to the point of destroying the game since people put money on them.
Since the games were not easily patched early on there was a “do what you can to win” mindset/game theory outcome with rare community added rules for tournaments. Plenty of games just died because they aren’t fun to play seriously due to major imbalance or some hard to police technique.
In short it’s just the nature of putting a monetary prize on something. You have to design and adjust your system in such a way to handle the idea of people taking every edge they can get
Games like DOTA are great examples. There are countless times where the devs have done something like "moved single tree 0.25 in game metres to the left" (noting that there's probably >1000 trees on the map) to address ridiculously tiny optimisation "exploits".
You just can't control the environment in physical sports the same way, so finding real "balance" that optimises for skill rather than just stats optimisation is going to be nearly impossible.
The cost, time, and physical demands to be in the top 10-20% of many real life sports is just a huge gate, and so you get a lot of people who become complacent. It often is the lower rungs that are trying to innovate, but it's hard to see that flow all the way to the top because you don't know if your strategy is actually viable vs the best of the best. Vs something like a video game where playing near the top level is much more achievable.
There's also still an aspect of "entertainment". I'm not certain on this but to memory there's decent evidence that the best way to shoot a freethrow is an underhanded granny shot, but VERY few NBA players ever even attempt it.
Imagine if the game was shortened to 4 innings, no more home runs (hang a driving range golf net), no more foul balls (every hit counts, plus that big golf net goes all around the field). It would be a much more fast paced game, and rotund powerhouse smasher types replaced with more athletic, speedy types. Still need hits to get on base, but running the bases becomes much more important with the always force that happens with every-hit-is-a-hit.
I like Baseball because it’s relaxed and it’s on for 3 hours and I can have it in the background, looking over on occasion whenever I hear something exciting. If I wanted a sport of non-stop action that demands my full attention, I’d watch hockey.
MLB is walking a tightrope right now of evolving to be better at what it wants to be, and to keep people engaged (it’s a business after all), but not to transform into something entirely different. The customers likely wouldn’t be happy if they all got what they wanted.
The article makes a good point about misalignment here. Teams want to win (winning helps sell merch), but the league wants to sell ads (ads need worthwhile content). If these incentives were better aligned, maybe we'd end up with a less boring game that doesn't end up as background noise.
is it? I thought those sports organisations are not businesses but associations of the clubs. Is it different in the US?
— Edward Abbey
It has been suggested to me that the best way to enjoy baseball is on the radio, and I think I have to agree. All the crap you've listed largely doesn't happen across the radio.
That said, as a Guardians fan who lives well outside the broadcast range of WTAM, it's been a while since I could enjoy a game on the radio. Perhaps they've managed to bring it down to the level of the TV broadcast now.
Wow!
Not a bad thing per se, but not baseball.
Just call them fouls, like any other ball hit out of the field.
Increase the reward for the behavior you desire.
Award 0.1 points for getting on base. Less intentional walks, more strategy, more value for non-superstar hitters, more value for good fielders, etc.
Personally, every time I see an intentional walk, my gut reaction is "this game is broken fundamentally"
Without this kind of stuff baseball would just be about athleticism which is really really boring to watch.
It's what makes football and soccer so much more interesting because athleticism helps but they're both fundamentally a dance about adjusting to one another and taking advantage of the other team's missteps.
They are more like the Harlem Globe Trotters than any sort of serious sports team. Great fun, great entertainment, but there is no actual sports contest being played.
It could be that “the type of baseball being played now isn’t as popular” it could be “the sport of baseball isn’t as popular with today’s demographics” or simply “other sports have eaten baseball’s lunch” but as the stat nerds love to say, we have no idea if there is correlation or causation between team play optimization and decreased viewership/attendance across the league. Lots of sloppy, but visually interesting play may or may not bring in more fans than three true outcome optimization but there’s no way to isolate that factor from all the other noise of general cultural interest. Maybe there was nothing MLB could do, and humans today just don’t like baseball as much, the same way American kids today are more inclined to play a video game than with a hoop and stick.
So the rule won out. Unless your last name is Ohtani, you don't have to hit anymore. And I'm a little confused as to whether this is really what people wanted. Instead of 8 relatively good hitters and one who might be good or bad, and might be substituted midgame, there are just 9 good hitters, one who doesn't have to field. Frankly, I think it just makes the game more optimized and less dramatic. But, hey, the fans, the league and the players union have spoken...
You speak for yourself, not me. I hate the designated hitter with a passion.
It significantly reduces the amount of strategy employed, gets more bench players in the game, and creates moments like these[0][1]. And I just picked one pitcher as an example. Granted, he was much more amusing than most pitchers, but the fans (me included) love it!
But I'm probably wrong. Look how much the fans hate Shohei Ohtani[2] /s
But the team owners in the NL wanted the DH -- their calculation being more hitting = more viewers = more money.
And the player's union wanted the DH as it brings more players (hitters) up to the big leagues.
Another consideration was that pitchers (well, players generally), especially the elite ones are paid quite handsomely and batting/running the bases increases the risk of injury.
[0] https://www.youtube.com/watch?v=OVFsq9FQBlc
[1] https://www.youtube.com/watch?v=yfvCKA9RdH4
[2] https://www.baseball-reference.com/players/o/ohtansh01.shtml
In cricket you have 11 players. They bat in pairs. To get a side out you have to get 10 of them out. This means all 11 may have to bat. Therefore picking a side is a tradeoff between batters and bowlers. You will need at least 4 specialist bowlers, but that is risky. Some batters can bowl a bit, but world class all-rounders are extremely rare. This means a highly critical compromise must be struck.
That's not actually the case, friend.
Moneyball[1] was published in 2003 and as you'll see if you bother to look at actual average game lengths[0], you're way off.
[0] https://www.baseball-reference.com/leagues/majors/misc.shtml
If you want a better understanding of what is happening on the field, I recommend checking out some of the youtube analysts. Jomboy Media, and Baseball doesn't Exist are really good at explaining what is going on.